DevBlog #2: First version of new drawing algorithm

After some weeks I finished my work on the first attempt of a new drawing routine. The old one was not working at all (s. da8b728) or  the result was very ugly. The new algorithm (s. 774a339) is a bit better but not perfect yet.

Due to the general held algorithm, some lines are a bit to far away from their node so that a train (which is driving on the track beneath the line) is not on the line anymore. I’ll fix these issues or let them be and change the way trains are driving … I don’t know but there’ll be a fancy solution 😉


Result of the new drawing algorithm: Some lines are a bit off of their node.

Many things needs to be implemented until the METRO v.0.1.4 release, but I think that I can meet the deadline (31.5.2016) 🙂

DevBlog #1: Breakthrough in playability

In the commit d370875… I finally implemented the passenger routines. The amount of waiting passenger in a station will be reduces when a train waits there. It also increases by time considering the city circle the station is in.

The train itself does not know any passenger (has no cardinality) yet. Passenger also have not any destination, they are just entering the train with unlimited capacity 😉

I also re-arranged the UI a little bit, so that you don’t have to move the mouse over the whole screen to get to another tool on to tool-bar. Also implemented a notification area where geme- and system-relevant information will be displayed.


The stations have passengers, the UI has been re-arranged and at the bottom is a notification-area.

In the next few days (perhaps weeks) I’ll implement this, so that passenger do have a destination and also change the train to get to this destination. This requires a path-finding algorithm which is the most tricky part I think but it’s not too bad.

After that there’ll be some bug-fixed and minor changes and then the v0.1.4 release is there, yeii 😀
The v0.1.4 release will be the first one where METRO deserves the title “game” 😉